• Title/Summary/Keyword: 게임 활동

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Expert Review and Analysis of the Game's Testing Process -Focus on balance testing- (게임의 테스트 프로세스에 따른 전문가 검토 및 분석 -밸런스 테스트를 중심으로-)

  • Lee, Yoon-Yim;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1013-1018
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    • 2022
  • Game Industry sustained growth for some time, but the lifespan of a game is shortening. Various efforts to improve the quality of services for the game players which play a role in extending the lifespan of games. When a game is serviced, the server of the game starts to store log informations, and the stored data became important measures to predict game user's activities. As the game's data gathers, it becomes highly useful big data. By analyzing the data of the game stored in this way, a game service issue analysis procedure is proposed to improve the quality of the game service and to proceed with a better service, and based on the analysis in this way, it was applied to the balance test process and verified through expert to the balance test process. If the log analysis process is applied through this paper, it will be a basic data that can improve the quality of game services.

창의성 신장을 위한 수학 게임 자료 개발 연구

  • Lee, Gyeong-Eon
    • Communications of Mathematical Education
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    • v.12
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    • pp.201-210
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    • 2001
  • 게임은 그 자체로 매우 흥미가 있을 뿐만 아니라, 많은 규칙을 포함하며, 이런 규칙들을 찾아내는 활동은 학생들의 창의적 사고력 향상에 큰 도움을 줄 것이다. 본 연구에서는 다양한 게임들 중에서 수학적 개념이나 수학 문제해결의 아이디어와 관련된 수학 게임을 중심으로, 게임의 규칙과 승리 전략을 탐구하고 이를 수학적으로 표현하는 할 수 있는 기회를 제공하는 몇몇 게임들을 개발하여 소개할 것이다.

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Investigating Multiple Intelligence Theory in the 5th Grade English Textbook (초등학교 5학년 영어 교과서 활동 분석: 다중지능이론을 중심으로)

  • Youngjee Yoon;Jaeseok Yang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.53-59
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    • 2023
  • We aim to investigate whether the activities in the 2015 revised elementary English textbooks are reflected in terms of Multiple Intelligences. Specifically, we analyze three types of activities including project, game, and cultural activities in three types of the 5th grade English textbooks. Additionally, we compare the differences in the Multiple Intelligences according to three different publishers. The data includes three different sorts of fifth-grade English textbook activities. We found that verbal-linguistic intelligence, interpersonal intelligence, and visual-spatial intelligence are heavily involved in project activities. Verbal-linguistic intelligence, interpersonal intelligence, visual-spatial intelligence, and kinesthetic intelligence are all utilized in game activities. Lastly, cultural activities demonstrate verbal-linguistic and visual-spatial intelligence. In consideration of the diversity of students, we suggest that English textbooks need to consider diverse and well balanced approach to incorporating Multiple Intelligences in order to make the textbooks to meet the needs of the diversity of learners.

A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.363-374
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    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.

The effects of Nintendo games in the face of COVID-19 pandemic. (코로나19 팬데믹시대, 닌텐도 게임의 영향력에 대한 연구)

  • Kim, Mi Kyoung;Kang, Hyosoon
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.33-42
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    • 2021
  • Despite people's expectation, COVID-19 has turned out to be a burden people have to carry for a while. The age of "Untact" has come. While many outdoor activites have been restricted, it is crucial to find other ways to maintain physical/mental health ideally indoors. As a mediative gesture, people are now taking notice of 'Console games', through which they can party, travel, and exercise in virtual reality even harder than in real life. In thesis, we will examine Nintendo Switch Consoles in relation to direction Korean game industry has to take to maintain people's physical/mental health.

The Correlation between Unplugged Activities using SW Educational Board Games and the Computational Thinking of Elementary School Students (SW교육용 보드게임 활용 언플러그드 활동과 초등학생의 컴퓨팅 사고력의 관계)

  • Lee, Jaeho;Park, Injung
    • Journal of Creative Information Culture
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    • v.6 no.2
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    • pp.89-99
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    • 2020
  • The purpose of this study is to statistically analyze the correlation between unplugged activities using SW educational board games and computational thinking ability of elementary school students, and then find a method of SW education through the results. The study was conducted with 40 students in the 5th grade at an Elementary School in Incheon. Students participated at unplugged activities using a board game for SW education with 12 hours of teacher guidance and 10 hours of free activities. After that, a post-test was conducted to analyze the degree of improvement in computational thinking ability. As the results, it was confirmed that the comprehensive computational thinking ability was improved, and that the four areas of the sub-domains of computational thinking ability were improved to a significant level. These results suggest that providing a basic SW education experience by utilizing a board game for SW education helps to improve students' computational thinking ability.

A Meta Analysis of the Effects of Physical Activity Programs in the Elderly with Disabilities (장애노인 신체활동 프로그램 효과에 대한 메타분석)

  • Kim, Kyungjin
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.301-308
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    • 2018
  • The study conducted a meta analysis to identify the effects of physical activity programs for the elderly with disabilities. The 14 out of 177 studies, fulfilled the process and requirement, were selected for the Hedges'g, funnel plot, forest plot, Egger's regression test, trim-and-fill, fail-safe N. There were three conclusions based on the results. First, the physical activity was effective for the elderly with disabilities and showed good effects on the psychomotor, cognitive, and affective domains. Second, the physical activity programs of fundamental exercise skill, game and sport, and fitness exercise showed positive effects on the psychomotor, cognitive, and affective domains in the elderly with disabilities. Third, the fundamental exercise skill for the psychomotor domain, the game and sport for the cognitive domain, and the fitness exercise for the affective domain were the most effective for the elderly with disabilities.

Implementation of Serious Games with Language-Based Cognitive Enhancement for BIF Children (경계선지적기능 아동을 위한 언어기반 인지강화 기능성 게임 구현)

  • Ryu, Su-Rin;Park, Hyunju;Chung, Dong Gyu;Baik, Kyoungsun;Yun, Hongoak
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1051-1060
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    • 2018
  • This study aims to propose instituting the serious games of language-based cognitive enhancement for the BIF children. The program consists of 4 cognitive areas (perception, attention, working memory, knowledge inference) in 4 language dimensions (phoneme, word, sentence, discourse). 16 games of 4 areas/2 dimensions with 3 difficulty levels were implemented in a mobile station and pilot-tested to children including BIFs. The results from the pilot tests supported for the validity and effectiveness of our games: Children's game performance correlated with their IQ scores (overall and sub-areas) revealing significant differences between the groups. The stroop scores in pre-and-post training hinted the increase of children's cognitive control.

The Effects of Game Properties and Gratifications on Continuance Intention of Location-Based Augmented Reality Game (게임 속성과 충족 변수가 위치 기반 증강현실 게임의 지속 사용 의도에 미치는 영향)

  • Lee, Gyu-Dong
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.498-507
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    • 2020
  • Since the launch of Pokémon GO in 2016, the game has been loved for many users. Although the number of Pokémon GO users has declined, lots of users still enjoy the location-based augmented reality game. From the perspective of game properties and Use & Gratifications theory, this paper investigated the antecedents of continuance intention of Pokémon GO. A total of 258 responses from Pokémon Go users was collected by an online survey. The result of regression analysis showed that attitude toward game characters, attitude toward random game elements, social interaction, competition, and physical activity increased continuance intention. Perceived cost, however, decreased continuance intention. Implications for researchers and practitioners were discussed.

Game Fan-dom of Generative the Secondary Culture -Based On Machinima- (게임 팬덤의 이차 문화 생성 -머시니마를 중심으로-)

  • Oh, Seong-Suk;Park, Sung-Jun
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.130-139
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    • 2009
  • This paper introduces the secondary cultural productions of game fandom that have been underestimated. The participatory cultural activities of game users are broadly expanding owing to machinima technology based on game engine. It allows gamers to make the three dimensional digital animations simple and easy way. This paper studies that how simple game consumers change their role as producers through machinima. This study is focused on the relationship between polysemy of participatory Machinima and former fandom's the secondary culture studies using ethnographic research method. It is to clarify relationship between the game users' psychological motivation for culture practice and the machinimas. We verify practically the machinima's effects on fandom culture through analysing viewers' reaction using replies on the machinimas and then find out machinima is a very important tool for expanding the game culture realm as the main body.